Hmm, perhaps the production modifier from having multiple of them reduce the amount of hammers that can be put into it per turn (as far as 0 hammers per turn perhaps!) rather than make the building more expensive, I'll definitely look further into that aspect.Another problem with cultures. This is an African Culture city I have recently conquered. My native cultures C.L. Middle Eastern and C.L. Neanderthal need to be built separately. They cost 200 hammers (and this fits to their position in the building list) but it takes 201 turns (!) to build them. Although my city produces 102 hammers each turn.View attachment 550040
You sure they built it, and that they didn't conquer the city by the name mecca? Pretty sure neanderthal city names don't include arabic cities, so it's very unlikely that the neanderthal city randomly spawned with that name.M.Eastern (I'm Israel, duh) and Neanderthal (somehow WAS able to build it, in Mecca).
Sounds like you are playing a scenario with a faulty setup, is it one of those included on the SVN?Also, this MIGHT be related to Neanderthals having S.America in their description - making it inherently buggy to begin with.
No, *I* built Neanderthal Culture myself (just told you the city in which I did it).Hmm, perhaps the production modifier from having multiple of them reduce the amount of hammers that can be put into it per turn (as far as 0 hammers per turn perhaps!) rather than make the building more expensive, I'll definitely look further into that aspect.
Could you provide a save please?
You sure they built it, and that they didn't conquer the city by the name mecca? Pretty sure neanderthal city names don't include arabic cities, so it's very unlikely that the neanderthal city randomly spawned with that name.
Sounds like general issue with free buildings.No, *I* built Neanderthal Culture myself (just told you the city in which I did it).
I just checked foreign cities - and they have the correct C.N.s and C.Ac.s.
But none of the cities that flipped, do.
It MIGHT be a feature (which is then extremely annoying AND hardly immersive) - but I want you to CONFIRM it actually being so.
Also, Neanderthals are definitely buggy.
C.L. Neanderthal in Pedia states that it gives SOUTH AMERICAN to Settlers - and THAT is probably what causes all these dumb bugs.
I'm too lazy to start another game to see whether playing WITHOUT Neanderthal Culture would change anything.
But in my previous game (several SVNs ago) it was quite similarly buggy, though I do remember getting SOME foreign culture.
Sadly, it's save-broken, so I can't check it now.
Anyways, please, check EVERYTHING about the cultures - there ARE some undeniable bugs in there.
Thanks.
Sounds like general issue with free buildings.
For testing someone should setup NW, that gives free building that has -1 cost.
1. Build that wonder, then make new city and check if free building is in that city.
2. Build wonder, then conquer city - barbarian or player and see if free building appeared in those cities.
Not a general problem with free buildings!
I have built Cahokia Mounds which gives free Sage. I see the Sage in newly built cities and also in the city conquered after Cahokia Mounds were built.
I can also confirm that the hover text for C.L. Neanderthal says that it gives "South American".
View attachment 550045
<PromotionInfo>
<Type>PROMOTION_CULTURE_NEANDERTHAL</Type>
<Description>TXT_KEY_PROMOTION_CULTURE_SOUTH_AMERICAN</Description>
<TechPrereq>TECH_DUMMY</TechPrereq>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SETTLER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>art/Embassy/art/neanderthalembassy.dds</Button>
</PromotionInfo>
It gave the correct promotion, though the promotion had an incorrect name, so purely a text issue.I can also confirm that the hover text for C.L. Neanderthal says that it gives "South American".
Could be that it burned down before the city flipped from culture. Tribes that one get from goody huts won't settle cities with any local culture too.The newly conquered city that should have African Culture has not.
I fixed this dumb text mistake, pushed stuff to releaseIt gave the correct promotion, though the promotion had an incorrect name, so purely a text issue.
<BuildingInfo>
<Type>BUILDING_CULTURE_ACTIVE_AFRICAN</Type>
<Description>TXT_KEY_BUILDING_CULTURE_ACTIVE_AFRICAN</Description>
<Civilopedia>TXT_KEY_BUILDING_CULTURE_ACTIVE_PEDIA</Civilopedia>
<Help>TXT_KEY_BUILDING_CULTURE_ACTIVE</Help>
<ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<iCost>-1</iCost>
<bNeverCapture>1</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
</BuildingInfo>
This means you can never conquer Culture Active. Its given for free by Culture Adopted.
<BuildingInfo>
<Type>BUILDING_CULTURE_NATIVE_AFRICAN</Type>
<Description>TXT_KEY_BUILDING_CULTURE_NATIVE_AFRICAN</Description>
<Civilopedia>TXT_KEY_BUILDING_CULTURE_NATIVE_PEDIA</Civilopedia>
<Help>TXT_KEY_BUILDING_CULTURE_NATIVE</Help>
<ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<iCost>-1</iCost>
<bNeverCapture>1</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<FreeBuilding>BUILDING_CULTURE_ACTIVE_AFRICAN</FreeBuilding>
</BuildingInfo>
Culture Native - its a free building for civ just like Palace is civs free building.
Can't be conquered.
<BuildingInfo>
<Type>BUILDING_CULTURE_ADOPTED_AFRICAN</Type>
<bNoLimit>1</bNoLimit>
<Description>TXT_KEY_BUILDING_CULTURE_ADOPTED_AFRICAN</Description>
<Civilopedia>TXT_KEY_BUILDING_CULTURE_ADOPTED_PEDIA</Civilopedia>
<Help>TXT_KEY_BUILDING_CULTURE_ADOPTED</Help>
<ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqInCityBuildings>
<BuildingType>BUILDING_PALACE</BuildingType>
</PrereqInCityBuildings>
<PrereqAmountBuildings>
<PrereqBuilding>
<BuildingType>BUILDING_CULTURE_LOCAL_AFRICAN</BuildingType>
<iNumBuildingNeeded>3</iNumBuildingNeeded>
</PrereqBuilding>
</PrereqAmountBuildings>
<PrereqNotBuildings>
<PrereqNotBuilding>
<BuildingMustNotHave>BUILDING_CULTURE_NATIVE_AFRICAN</BuildingMustNotHave>
<bPrereqNot>1</bPrereqNot>
</PrereqNotBuilding>
</PrereqNotBuildings>
<FreeBuilding>BUILDING_CULTURE_ACTIVE_AFRICAN</FreeBuilding>
<iCost>-1</iCost>
<bAutoBuild>1</bAutoBuild>
<bNeverCapture>1</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<iMaxPlayerInstances>1</iMaxPlayerInstances>
</BuildingInfo>
Culture Adopted is National Wonder, that can exist in capital only.
Needs 3 Culture Local, can't exist in city with Culture Native of same type.
It can't be captured.
<BuildingInfo>
<Type>BUILDING_CULTURE_LOCAL_AFRICAN</Type>
<Description>TXT_KEY_BUILDING_CULTURE_LOCAL_AFRICAN</Description>
<Civilopedia>TXT_KEY_BUILDING_CULTURE_LOCAL_PEDIA</Civilopedia>
<Help>TXT_KEY_BUILDING_CULTURE_LOCAL</Help>
<ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqInCityBuildings>
<BuildingType>BUILDING_CULTURE_ACTIVE_AFRICAN</BuildingType>
</PrereqInCityBuildings>
<iCost>50</iCost>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceChanges>
<GlobalBuildingProductionModifiers>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_AFRICAN</BuildingType>
<iProductionModifier>-5</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_ASIAN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_EUROPEAN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_MIDDLE_EASTERN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_NEANDERTHAL</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_NORTH_AMERICAN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_OCEANIAN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
<BuildingProductionModifier>
<BuildingType>BUILDING_CULTURE_LOCAL_SOUTH_AMERICAN</BuildingType>
<iProductionModifier>-10</iProductionModifier>
</BuildingProductionModifier>
</GlobalBuildingProductionModifiers>
<FreePromoTypes>
<FreePromoType>
<PromotionType>PROMOTION_CULTURE_AFRICAN</PromotionType>
<FreePromotionCondition>
<Has>
<GOMType>GOM_UNITCOMBAT</GOMType>
<ID>UNITCOMBAT_SETTLER</ID>
</Has>
</FreePromotionCondition>
</FreePromoType>
</FreePromoTypes>
<bNukeImmune>1</bNukeImmune>
<iConquestProb>70</iConquestProb>
</BuildingInfo>
Culture Local. Can be conquered.
This means you can get other continental culture, if civ built 3 Culture Local of same type, this means conquering even 6 cities WITH Culture Local in them if unlucky.
Maybe they should be cheaper and have big AI weight, so AI actually builds them?
I see, so if I want to play a NORMAL game culture-wise, I'll need to wipe out those dumb dependencies myself.That is you HAVE to leave civs alone if you want to conquer their continental cultures.
Culture Native/Active/Adopted are always destroyed.
This leaves Culture Local buildings - they are 10x more expensive than Alpha Male (when building first one) for example.
30% of them will be destroyed when conquered.
So they could be 10x cheaper, contain AI weight, and have 2x or 5x smaller BuildingProductionModifier.
There may be a bug, there, I haven't had time to test city conquest with it at all since I implemented it. It worked well in MToS though which this implementation was based on.@Toffer90 are you sure are those correct?
That is you HAVE to leave civs alone if you want to conquer their continental cultures.
Culture Native/Active/Adopted are always destroyed.
This leaves Culture Local buildings - they are 10x more expensive than Alpha Male (when building first one) for example.
30% of them will be destroyed when conquered.
So they could be 10x cheaper, contain AI weight, and have 2x or 5x smaller BuildingProductionModifier
Use SVNTortoise.I just tried downloading the latest svn version through git and got a face full of python and xml errors upon loading. Is there something I should be doing between unzipping and putting into the mod folder that I missed, or is that version more for the mod team, and I should just stick to downloading thru tortoiseSVN?
edit- I went ahead and downloaded it on tortoise but the question stands for curiousity's sake
Not a bug, a feature. You captured by culture, this function is in for ages, if I remember correctly this is even a vanilla feature.svn 11133
Ehem, let me introduce you to sudden city capture! No army nearby, enemy forces on the same tile, no bonuse science from capturing city aaand it is repeatable bug!
Check screen, not even close to culture conquest, none my culture nearbyNot a bug, a feature. You captured by culture, this function is in for ages, if I remember correctly this is even a vanilla feature.